Stellaris

Stellaris

40k Age of Indomitus
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Update: Aug 16 @ 10:26pm

Before unfinished shit i forgot about ( Previous hot fix patch.)

VERSION 1.3.11

Update: Aug 16 @ 10:25pm

Update: Jul 31 @ 10:45pm

(Hot fix for Interface GXF Event icons missing, overwrote vanilla interface event file whoops.)

Update: Jul 29 @ 2:27am

(Added decision for selecting guard regiment dedicated worlds/Specialist Troops) EVERYONE WAS ASKING FOR THIS

Note: This decision will delete any other of the regiment flags locking you too only one flag per planet. But can be swapped out for others using the same decision.

(Necrons start with 12 Living Metal Production, that way they can actually use the obelisks they start the game being able to build(only 2 of them though)

(Fixed Necron Buildings that provide Researchers or buffs Researchers, now provides appropriate new jobs and new job buffs)

(Fixed researcher jobs on Imperium Deposits, now provides 130 of each of the new Research jobs)

(Fixed Imperium deposit duplication on game start) Issue was only within multiplayer.

(Fixed Tau start custom system initializer, now you start with food, mining and energy districts)

VERSION 1.3.11





Update: Jul 26 @ 2:16am

(Added Factory building set on Factorum)

(Fixed Issue with Gaurdsman Regiment tech not rolling)

(Added 40k Galaxy map back (Custom name, functions with All other galaxy generation mods if present does NOT effect this maps generation if any are present just doesn't crash, should still use things like real space and gigastructures just fine in place for stars and any system related content),

(Also added T'au starting system to go along with future game start fix. (Using this with the 40k map also locates them where they are within cannon), But again the still solving the issue of why i cant use a simple solution for it.

(Eavy metal stage jobs adjusted to 100 amenities per 100 workforce)

(Removed prequsites for Lasgun tech)

(Cleaned Guard Regiment army files For better functionality)

(Removed a skill level percentage gain from leaders)

(Adjusted AI weight on Eavy Metal stage)


Tau remain broken and crippled on starting resources I'm still seeing how I can fix the issue along with a few others I have run into.

VERSION 1.3.10

Update: Jun 10 @ 11:24pm

( Added Simple Chinese Language localisation )

Thanks to YQ元始天尊 and 爱吃鼠鼠的猫 For doing this over the past few weeks

( Removed Relic Sounds for file size trim down )

Don't worry these were not used for anything. But will be reused in the future.

VERSION 1.3.9

Update: May 30 @ 10:22pm

(Another Administratum building fix)

forgot to drag the file in whoops

Update: May 28 @ 2:10am

( Fixed an allow condition on Administraum building)

( Removed localisation effect description for servant job )

(VERSION 1.3.8)

Update: May 16 @ 8:17pm

( Updated to 4.0.10 )

( Removed modifier on Nova weapons that was stopping the tech from rolling again)

( Buffed all Macro weaponry damage and range, range from 50-40 to 120 across all tiers Power remains the same)

( Buffed all Lance weaponry damage, range remains the same as it was, power usage was adjusted from -2, -6, -8 to -30, -60, -80 across top 3 tiers so 3, 4, 5, I is -15 ,-20, -50, II is -30, -50, -80 )

( Fixed an issue with Warp drive icon GFX not displaying on ship designer )

( Changed projectile GFX for Macro weaponry from mass driver GFX to Kinetic Artillery GFX )

(VERSION 1.3.7)

Update: May 16 @ 7:55pm

Pre push for following update.